Skip to main content

Revisiting the Scales Generator in Substance


After a long hiatus, I've decided to revisit the scale generator that I started.While I liked the concept of it, I decided that a lot of it could be improved upon, so I have decided to rebuild it. 
This time around I will be using an FX map to help me build this. I hope that I can learn and share some things along the way.  

So far, the new scale generator has a lot more parameters you can tweak . There are more scale profiles to choose from, there is more control over the ridges, and I have added a new height pass with parameters that  give the user some "sculpting" control to help build out some nice height maps from the generator. 

Its all pretty basic right now, but I have begun to dive into more complex functions and parameters using the FX map , like random variation, among others. I hope that as I learn more about the fx node and all of its capabilities, I'll be able to share with an in depth guide. 

For now, here's the current state of the generator. 








Comments

Popular posts from this blog

Exploring Scales With Substance Designer

Preface Some of my first blog posts focused around how to create a "scale " material from texture to render in Maya with V-ray. The Series " Making A Seamless Scale Material " took a more "traditional" approach to creating a tile-able scale pattern. I think this method still has its strengths as it also covers valuable tips and tricks that can be used in Illustrator and Zbrush, but I wanted to share another method for creating scales by using a program dedicated to creating scale-able, flexible, and tillable procedural textures in a node based- lossless editing environment. I have been using Substance Designer almost exclusively for texture generation for the last year now and the amount of flexibility and possibilities that can be created are virtually endless. In truth, Substance Designer is no walk in the park for traditional texture artists. Its node based editing system and use of procedurals require you to think in a different way- but in the ...

Creating Spiny Fins With Curves and Surfaces ( Maya)

This "little" tutorial will go through the process of creating fins and fin shapes using curves and surfaces in Maya. I found this method to be the most "accurate"while building out the spiny shapes of fins in my current project, and thought I'd share my process. The tutorial below is broken down into three parts and will cover the basics of working with Curves in Maya. A. Building the Main Shape B. Creating the Spines C. Lofting Fin Shapes I will be diving into detail about certain tools in Maya. In this tutorial, I will go over using Live surfaces, converting edges to curves, lofting surfaces, converting nurbs to polygons, extrusions and moving constraints like snap to curve and snap to vertex. A. Building The Main Shape. Create a base curve . The base curve should match the center line of your mesh. This will define where the fin shape will start. If you have a mesh that is already topologized with a clean center line, extracting a curve f...

Scales Generator Parameter Breakdown

I Recently finished my scales generator. This is a fairly flexible generator that allows you to do quite a lot of things. The generator is availalbe on substance share here : Scale Generator . Check out the parameter list below.